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DiscoSoup

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A member registered May 18, 2016 · View creator page →

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I am in the same boat as anyone else. I have no contact with the author, as he has scrubbed his game and his profile. 

Thank you! But it's really Robert Woolcock of Zadmar Games who did it. I just made a hack of his TriCube Tales system, as I was still working on my degree in July and didn't have time to make a full game. I'm a huge fan of TriCube, and Richard is nice, so I felt that my best effort would be something for that system.

I'm glad to hear it. The little implied details are something I am having fun doing. There is gonna be more later.

I agree. I will say that there is more coming.

Thank you for the kind words and the feedback. Yes, the stats do start out at zero. So you're going to want to be I guess a little tactical and how you assign your stats, but also realizing that a lot of times your tails can provide good contacts for a critical roll, even if you need to use what's normally a weaker stat.

I'm probably not gonna write out the novel. But I am doing hecka expansions to revisit it.

Ooh. I am gonna need that in my life.

Hey, I'm someone who didn't ask the question, but a lot of your aesthetic falls under the "cassette futurism" umbrella. Think Alien, some Star Wars (mostly Andor and Rogue One), The Abyss, and so on. It also jibes a bit with the synthwave or outrun looks, but it's not exactly either of those.

I can't get this game out of my head. The system is just too amzg. The one thing that gives me a prbm is the enmy system. 

I feel like not every enmy is going to want to hide, nor should every enmy have the ability to blast you for max damage, for instance.

What if you had a system of "overlays" for types of enmy? Like small swrm enmy types might have one set of six actions while boss types might have another? 

I know the idea is nstn gameplay, and creating a million NPC types just reduces the simplicity. But if you had like 3, 4, or 6 types of enemies that might make things more varied while also adding verisimilitude to the encounters?

Thank you. I used my favorite font, plus the assets included in the jam drive, and one of my favorite Dean Spencer images.

Very cool addition!

1. I am Jake, aka DiscoSoup.

2. This is my third year participating.

3. I am currently inspired by dinosaurs, but if the theme doesn't even come close to what I kind of have in mind already, I will adapt .

4. I am hoping to be able to use my creativity in July. I want to expand my ability to create something. I normally have the Summers off because I work in education, but I'm currently working on a degree so we will see how it goes.

Oh, pardon. I wasn't trying to be impatient. I just thought that was a sign-up spot.

I just joined and would love to get a title assigned!

Put me down as a huge fan of Jason Tocci and his 24xx game system. I cannot recommend it enough.


Also, let me say that I think you should look at Zasmar Games' Tricube series. They make a series of generally interconnected one page games. 

Nice! I'm planning to do a play, too, only on YouTube instead of Twitch.

My person. Did you ever play the old Firefly board game? it's been in my head to make up a TTRPG that recreates that feeling (and the old Star Smuggler board game). Looks like you've got that here.

Ooh, nice to hear! Also, I just now realized that I called you Jason instead of Jack. Me thinking about 2400. I'll have to download the new version. Thanks for the feedback.

I'm streaming now on my YouTube channel. Doing a look at the game.

Nice. I hadn't seen the bit about increased consequences. I'm looking this over and getting all sorts of ideas. Same as with Instant Starship.

I like this game a lot. I have a QSTN. I feel like calling a shot is always the right thing to do against a FACEOFF. You always roll better against it and do more damage when successful, right? What would you think of some sort of "clock" mechanism or anything else that might incentivize a player to act more rashly? Not that they should, but just to give some more tension.

Gotcha. 2 extra HP is a good thing. Thank you. I will let you know when I get it made.

This is absolutely great. I want to do a whole video about it. My only thing that I'd like to know about before I do is what would be a reason to choose a new skill as a character advancement? It feels like starting a new skill at 2 would be a lot less useful than just increasing a skill that covers half of all applications by one.

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Hey, I really liked what I have played so far. I just did a livestream of my first impressions. I ramble for a bit (I also have to kill a spider for my daughter), but I think I'm getting the hang of it. Even though I died on my first round of combat, I quite enjoyed the experience, and I'm going to do it again.

No real notes. It's fun to get squished. But I would say that I'd really like to see multiple room encounter tables. Like one for each type of Delve to add a bit of variety.

Dude. I have been waiting YEARS for this to come out. How different is it from the first edition that you used to have up here?

You've got me interested.

Yeah. I haven't actually beat the last boss in its final form because there's no point in using anything other than fly kick. Every run I get fly kick as soon as it's available, taking hard headed if fly kick isn't one of the first choices. But you always get fly kick by the end.

I'm really loving this game. I beat it on my third playthrough, and have like four victories since then. 

Does beating the game cause any sort of metaprogression? I haven't noticed new cards unlocking or anything.

The game files seem very large for the  content of the app. 

I cannot wait for updates!

Alright. I like that. So it's not necessarily to read left to right in the results column. Looks good.

This looks very interesting. Can I please get an example of an action roll? I'm familiar with the standard dice roll on your first column (three conditional nos and three conditional yesses). For instance, what if I try to swing from one vine to another and roll "Yes, and," "if," and "despite?" Thanks!

Yeah. But on the plus side I now know the name of my next book.

So I'm guessing the mechanism that the unicorn cheese works involves lactose intolerance, jet propulsion, and glitter?

Just posted one. Pardon me.

Chromanaut Iro is a sidescroller space game made in PICO-8. You play as an astronaut with butterfly wings who is on a quest to bring color to his dull existence. The game is playable in browser and also comes with downloadable HTML and JavaScript files.

Check it out HERE!

Much love, thank you man. It means a lot coming from the creator of RISE.

RISE community · Posted in Reviews

RISE 2E is most definitely my type of game. It takes its biggest inspiration from games that I already love, including Lasers and Feelings or Savage Worlds. But it really innovates the process by making character generation part of the story. You don't have a full-fledged character until you've played through a three-act story. Each act adds a new mechanical wrinkle to the game, and GMs can teach the rules through play with minimal (or no) book references.

Is it a game or is it a dev kit? Yes.

You get the main game, then a ton of handy notes to help you customize the system to suit your setting. Gameplay definitely promotes the story you want to tell and helps to deepen your immersion.

The lazy man in me is very happy for the upcoming RISE 2E Jam, as that just means even more goodies!

Same problem

That's cool. I liked picking up games by 1PG back in the day. Whole thing fit on one sheet, and then they had another page or two of optional rules if you wanted complicated stuff. And six whole one-page scenarios. Just perfection.

This is the first time where I've found out about a Jam in time to publish for it, and where I've had the inclination to do so.